I saw the Versioning config in Build Settings of my XCode 4.0.2 and have no idea of what I can do with it. Obvious, this is about version, but what this mean at all?
Anyone know a good text about it?
It has to do with general software versioning. I just answer the same question. Look at Develop Version Numbering for an Application
Related
I'm preparing to open source an XCode project I've been working on privately, on Github.
I am planning on using Github's release feature and and tag the initial release as 0.1.0. This much I know.
But I have one question: What's the best practice for the version number and build id of the XCode project itself going forward?
Do I need to update the version/build-id every time raise a version on Github?
Should these numbers be synchronized?
p.s.
I know some people may try to close this saying this is "off topic" for Stackoverflow, but trust me I tried asking everywhere else and nobody answered. And I do think this type of question is relevant to Stackoverflow.
For the 2cd question, whether you need to update the version on GitHub depend on you. If you make huge changes for your code, maybe you can create a new release.
We have latest Xcode(7.2) having Swift(2.1.1) installed in few mac systems. Here developer didn't find any errors in his code which was checked in, but the same code used at other end were observing errors(most of them related unwrapping variables).
verified all settings and version details not able to find any difference. Any help or suggestions will be appreciated. Thanks
Most likely the machine "at the other end" is not running Xcode 7.2. There is a tool for converting Swift 1.x to 2.x, but not the other direction. But without code sample illustrating the problem, we can't help you much. In addition to shifting unwrapping conventions, there is new syntax later versions of Swift (e.g. guard, error throwing, etc.).
But, if you're going to share a Swift project amongst multiple developers, you probably just want to make sure everyone is using the same version of Xcode. And with Swift progressing as quickly as it is, you might want to encourage everyone to use the latest production version of Xcode.
I'm discovering XCode and iOS development.
Delving into the iOS documentation, I've tried to download and run some of the programming examples.
As an example, I'll use AccelerometerGraph.
If I download the code and try to compile, i get an error message, and I realize that the Navigation panel tells me : Base SDK Missing.
After fiddling around (the existing answers on stackoverflow refer to the Xcode 3.2 answer, which doesn't work) I figured I should go to "Editor > Validate Settingsā¦" and accept the changes.
It "seems" to work, (as in the "Missing SDK" message disappears, and I can compile) but I'm wondering if i'm missing something more fundamental.
Also, I thought if there is such a fundamental change, it would be useful to have it up there in one of the questions.
Thx
P.
Go to the project settings and choose "Latest SDK" for the SDK option and that should fix your projects.
And if you want to be super helpful, file a bug with Apple (at http://bugreporter.apple.com) and tell them to update these outdated sample projects to use the latest SDK's if possible.
Not missing something more fundamental. Apple's sample projects have a variety of vintages. Mostly they compile and link under the current versions of Xcode and friends. Some need to be brought up to date. What you found was one that was originally set up for an obsolete version of the SDK and it compiles and links fine with one that was automagically found on your system when you updated it.
I need premake to set the EXCLUDED_SOURCE_FILE_NAMES and INCLUDED_SOURCE_FILE_NAMES variables for my XCode project. Anybody knows how to do this?
There isn't a way to do that directly, but if you provide more details on what you are trying to achieve there might be a workaround. You are already aware of the excludes() API?
In response to additional information in comment: Ah, a unity build then. That isn't directly supported yet, no, though it is coming up quick on the roadmap now. The way most people handle it currently is as a separate project. Not as convenient or elegant, but does allow Debug, Release etc. configurations of the unity build, which can useful too.
I've been looking around the web for an hour and I'm just giving up to ask it here...
I've got to work under Ada. I managed to make gnat work as a command line to compile my files.
But I want to be able to have proper projects in Xcode. My problem is that I've found some templates on the to make ada default templates, I've copy pasted them a bit everywhere (/library/developer/ application support etc) but they never appear in the list when I want to create a project.
My other problem is that when I create an empty project and add a .adb file to it I can't compile at all... How do I specify that I should use gnat with it?
I'm sorry for all these questions if they are stupid but I can't find the answer...
Two alternatives that may be of interest: the Ada plugin modules for NetBeans and the Ada 05 Language Module for BBEdit 9.x and TextWrangler 2.x .
FWIW, templates live in /Developer/Library/Xcode in Xcode 3.1.4.
If you are using the XCode Ada Plugin from here, it looks like it was made to work with Xcode 3.0. You might try downgrading to that and see if you have any better luck.
Personally, my IDE of choice is Emacs, so I can't go into any real detail about XCode past that. I'd suggest talking to the MacAda mailing list if you don't get a good answer here.